﻿// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)

Shader "Custom/Qx2DLight/Sprites/SpriteLight-Replace"
{
    Properties
    {
        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
        _Color ("Tint", Color) = (1,1,1,1)
        
        [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
        [HideInInspector] _RendererColor ("RendererColor", Color) = (1,1,1,1)
        [HideInInspector] _Flip ("Flip", Vector) = (1,1,1,1)
        [PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
		[PerRendererData] _EnableExternalAlpha("Enable External Alpha", Float) = 0

	}

		SubShader
		{
			Tags
			{
				"Queue" = "Transparent"
				"IgnoreProjector" = "True"
				"RenderType" = "Transparent"
				"PreviewType" = "Plane"
				"CanUseSpriteAtlas" = "True"
				"QxLightingSprite" = "True"
			}

			Cull Off
			Lighting Off
			ZWrite Off
			Blend One OneMinusSrcAlpha

			Pass //0
			{
			CGPROGRAM
				#pragma vertex SpriteVert
				#pragma fragment SpriteFrag2
				#pragma target 2.0
				#pragma multi_compile_instancing
				#pragma multi_compile _ PIXELSNAP_ON
				#pragma multi_compile _ ETC1_EXTERNAL_ALPHA


				#define SCREEN_LIGHT
			#include "UnitySprites.cginc"

			float _LightSpriteFlag;

        fixed4 SpriteFrag2(v2f IN) : SV_Target
        {
                   
			half4 c = SampleSpriteTexture(IN.texcoord) * IN.color * fixed4(fixed3(1,1,1)*_LightSpriteFlag,1);
            c.rgb *= c.a*0.5;
			c.rgb += c.a*0.5;
            return c;
        }

        ENDCG
        }

      
    
    }   
   
}
